Event system and method

ABSTRACT

A method for operating an event with a plurality of participants comprising: providing an event environment through selection of an at least partially enclosed multigoal arena containing goal apertures positioned within walls of the arena and including selecting one or more properties of the multigoal arena; introducing participants into the arena; and commencing an activity by the participants by selecting at least one event mode and applying that mode to the event environment to generate an event state; such that predictability of the event state within the event environment is adaptable.

TECHNICAL FIELD

The present invention relates generally to systems and methods for operating events and in particular to systems and methods for operating events with multigoal arenas.

BACKGROUND OF THE INVENTION

Any discussion of the prior art throughout the specification should in no way be considered as an admission that such prior art is widely known or forms part of the common general knowledge in the field.

Physical activity plays an important role in maintaining health and well-being in children and adults, with low levels of physical activity being associated with a higher prevalence of psychological complaints, increased risk for disease (e.g., obesity, cardiovascular disease), and increased mortality (Warburton et al. 2006 & Jannsen & LeBlanc 2010). Vice versa, robust evidence exists to suggest that regular physical activity can help prevent these negative outcomes.

In order to sustain health and well-being, the World Health Organization (2010) recommends adults obtain at least 150 minutes of moderate-intensity aerobic physical activity or 75 minutes of vigorous-intensity physical activity each week. Muscle-strengthening activities that involve major muscle groups should also be undertaken at least twice per week. Children and youth (5-17 yrs) should accumulate at least 60 minutes of moderate to vigorous physical activity each day and they should undertake activities that strengthen bone and muscle at least three times per week (World Health Organization 2010).

Ball games, as forms of entertainment and exercise, have long been a part of civilized human activity. Variations of ball games include: those played with hands and/or feet where a ball is struck or carried and games that require the use of implements such as sticks, racquets or bats in order with which to strike the ball.

Invasion sports, such as ball games, which rely on physical “real life” interactions are beneficial for a number of reasons, including: physical health, development of strength, agility and dexterity, and for the experiences gained from human interaction.

Enjoyment, satisfaction, and a sense of being involved or included, are important to participation in real world sports games, particularly for children and young adults. Games, which involve moderately robust physical activity, may suffer from a decreased participation due to factors such as the intensity of the physical activity and a high-skill threshold. Moreover, participant dissatisfaction in real world sports games may arise from an unequal playing field where some participants are disadvantaged over others. With traditional team sports being focused mainly on competition, winning and performance, a win-lose zero sum mentality may result for some participants, which is not necessarily conducive to enjoyment and learning. Youths may become disengaged from real world sports games due to a focus on early skill specialisation and a pressure to perform. Too much focus on performance at the expense of enjoyment may lead to a loss of participation. Traditional team sport delivery is typically structured and confined to traditional competition structures and measures of success.

At the high end of the competitive spectrum, in elite team sports environments such as soccer or football, there is frequently a misattribution of recognition to only a particular member of the team when in fact their performance could be equally attributed to (distributed amongst) the team they are part of.

Appropriate recognition of excellence in individual performance is desirable.

Activities that are engaging whilst also providing appropriate activity intensity and physical development are desirable.

Provision, for people, of activities which are both accessible and enjoyable is desirable.

SUMMARY OF THE INVENTION

In a first aspect, the invention provides a method for operating an event with a plurality of participants comprising: providing an event environment through selection of an at least partially enclosed multigoal arena containing goal apertures positioned within walls of the arena and including selecting one or more properties of the multigoal arena; introducing participants into the arena; and commencing an activity by the participants by selecting at least one event mode and applying that mode to the event environment to generate an event state; such that predictability of the event state within the event environment is adaptable.

Suitably, the event state is modulated by selection of at least one new event mode and application of the mode to the existing event state to generate a new event state. In some embodiments the selection of event mode reduces predictability for participants within the event state. In some embodiments selection of event mode increases predictability for participants within the event state.

The properties of the multigoal arena are optionally selected from one or more of: event surface, surface floor area of the event arena; surface wall area of the event arena, perimeter length defining the arena field dimensions, goal size, goal dimension, number of goals within the arena; number of wall faces within the arena; and rebound properties of the arena walls.

In some embodiments the event is a game system. Suitably, the activity comprises a game and preferably comprises a ball game. In some embodiments the event state is a game state. Suitably, the event mode is a game mode. Optionally, the game mode is selected from: team mode, play mode, or challenge mode. In some embodiments the method comprises an elimination event.

In embodiments the method further comprises the steps of: rotating one or more participants inside the arena out of the arena after an elimination; rotating one or more participants waiting outside the arena into the arena after an elimination; commencing an activity by selecting an initial event mode to establish an initial event state within the event environment; modulating the event state by selecting at least one new event mode and applying it to the initial event state to generate an event state; such that the selection of event modes regulates the possibility of one or more participants continuing engagement with the activity.

In another aspect the invention provides an event system, the system comprising: an event environment including an at least partially enclosed multigoal arena containing goal apertures positioned within walls of the arena wherein one or more properties of the multigoal arena are selectable; a plurality of participants within the arena; commencement of an activity by the participants through selecting at least one event mode and applying that mode to the event environment to generate an event state; such that the predictability of the event state within the event environment is adaptable.

In some embodiments the event system further comprises: a first plurality of participants inside the arena one or more of which are rotated out of the arena after elimination; a second plurality of participants waiting outside the arena one or more of which are rotated into the arena after elimination; an activity commenced by selecting an initial event mode to establish an initial event state within the event environment; modulation of the event state by selection of at least one new event mode and application of the mode to the initial event state to generate a new event state; wherein the selection of event modes regulates the possibility of participants staying in the event environment.

Suitably modulation of event state in the event environment induces unpredictability in the event environment. In some embodiments the unpredictability induced in the event system increases the likelihood of elimination of one or more participants. Suitably, the increase in the likelihood of elimination reduces the waiting time for participants waiting outside the arena. In some embodiments modulation of the event state equalises the playing field in the event environment.

The event system may be a ball game system. Suitably, the event modes are game modes. Optionally, game modes are selected from: team mode, play mode, or challenge mode. In some embodiments multiple participants are engaged in the activity in a short amount of time.

Suitably, the multigoal arena is a partially enclosed arena comprised of: three or more internal goal zones, each goal zone spaced from the other goal zones within the arena such that a player can both readily defend their own goal zone and attack any opponent's goal zone; a playing field bounded by the surfaces of the arena; and at least one aperture through which one or more participants waiting outside the arena enter into the arena and through which playing participants within the arena leave the arena; wherein the arena is configured such that a ball, when in play, is maintained within the arena.

In yet another aspect the invention provides a modular at least partially enclosed multigoal arena for engaging participants in an activity said arena comprised of, at least 3 internal goals, wall panels attachable to, and detachable from, one another, arrangable so as to form an event environment within the arena, wherein at least some of the wall panels are selected to include goals located therein; and wherein the number of wall panels arranged to form the event environment is selectable so as to modify one or more of the shape and perimeter length of the arena; and wherein the composition of the wall panel is selectable to control rebound potential of a ball from the wall, such that the selection of modules modulates the predictability of the event environment.

A computer implemented method for operating an event in a multigoal arena, the method comprising an event operator: selecting an event type; identifying participant attributes; identifying an event environment and selecting a multigoal arena configuration; generating an operating procedure including a selection of event modes to run an event by executing one or more machine learning models based on the above selections and identified attributes and configurations; and transmitting the operating procedure to the operator to provide an event plan.

BRIEF DESCRIPTION OF DRAWINGS

The accompanying drawings, together with the detailed description provided below, describe exemplary embodiments of the claimed invention. Like reference numerals refer to like elements throughout the various views of the drawings. The drawings are not to scale and the proportion of certain elements may be exaggerated for the purpose of illustration. The invention will now be described, by way of example, with reference to the accompanying drawings, in which:

FIG. 1 a illustrates a plan view of a dodecagonally-shaped multigoal arena with six internal goal zones in accordance with an embodiment of the present invention;

FIG. 1 b illustrates a front elevation view of a dodecagonally-shaped multigoal arena with six internal goal zones in accordance with an embodiment of the present invention;

FIG. 2 illustrates a diagrammatical representation of a system of the present invention.

FIG. 3 illustrates a plan view of a dodecagonally-shaped multigoal arena with six internal goal zones and shows participants waiting outside the arena and participants in a one per goal team mode, in accordance with embodiments of the present invention;

FIG. 4 illustrates a plan view of a dodecagonally-shaped multigoal arena with six internal goal zones and indicates participants waiting outside the arena and participants in a two per goal team mode, in accordance with embodiments of the present invention;

FIG. 5 illustrates a dodecagonally-shaped multigoal arena with 12 goal zones, 6 goal zones internal to the arena and 6 goal zones external to the arena, in accordance with an embodiment of the present invention;

FIG. 6 illustrates a system with an internal and external arena;

FIG. 7 illustrates a plan view of a hexadecagonally-shaped arena with 8 internal goal zones in accordance with an embodiment of the present invention;

FIG. 8 illustrates a plan view of an octagonally shaped arena with four internal goal zones in accordance with an embodiment of the present invention

FIG. 9 illustrates a plan view of a dodecagonally-shaped arena with four internal goals in accordance with an embodiment of the present invention;

FIG. 10 illustrates a plan view of an octagonally shaped arena with eight internal goals with one goal per side in accordance with an embodiment of the present invention;

FIG. 11 illustrates a plan view of a square-shaped arena with two goals per side in accordance with an embodiment of the present invention;

FIG. 12 illustrates a plan view of a rectangularly-shaped arena with two opposing sides containing one goal and two opposing sides containing two goals in accordance with an embodiment of the present invention;

FIG. 13 illustrates a plan view of a squared-shaped arena with one goal per side in accordance with an embodiment of the present invention; and,

FIG. 14 illustrates a plan view of a hexagonal-shaped arena with one goal per side in accordance with an embodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

As a preliminary matter, it will be readily understood by one having ordinary skill in the relevant art that the present disclosure has broad utility and application.

The foregoing summary and following detailed description are merely exemplary in nature and are not intended to limit the described embodiments or the application and uses of the described embodiments. All of the exemplary implementations below are provided to enable persons skilled in the art to make or use the embodiments of the disclosure and are not intended to limit the scope of the disclosure. Furthermore, there is no intention to be bound by any expressed or implied theory presented in the preceding technical field, background, summary or the following detailed description. It is also to be understood that the specific systems and processes illustrated in the attached drawings, and described in the following specification, are simply exemplary embodiments of the inventive concept. Specific dimensions and other physical characteristics relating to the embodiments disclosed herein are therefore not to be considered as limiting unless the claims expressly state otherwise.

Any sequences(s) and/or temporal order of steps of various processes or methods that are described herein are illustrative and not restrictive. Accordingly, it should be understood that although steps of various processes or methods may be shown and described as being in a sequence or temporal order, the steps of any such processes or methods are not limited to being carried out in any particular order or sequence, absent any indication otherwise. Indeed, the steps in such processes or methods generally may be carried out in various different sequences and orders while still falling within the scope of the present disclosure.

Additionally, it is important to note that each term used herein refers to that which an ordinary artisan would understand such term to mean based on the contextual use of such term herein. To the extent that the meaning of the term used herein—as understood by the ordinary artisan based on the contextual use of such term—differs in any way from any particular dictionary definition of such term, it is intended that the meaning of the term as understood by the ordinary artisan should prevail.

Furthermore, it is important to note that as used herein “a” and “an” generally denote “at least one” but does not exclude a plurality unless the contextual use dictates otherwise. When used herein to join a list of items, “or” denotes “at least one of the items”, but does not exclude a plurality of items of the list. Finally, when used herein to join a list of items, “and” denotes “all of the items of the list”.

The present disclosure contains headers. It should be understood that these headers are used as references and are not to be construed as limiting upon the subject matter disclosed under the header.

As used herein, the term “event” refers to “a thing that happens or takes place”. In the context of the congregation of individuals, the term “event” may be used to refer to planned public or social occasions that takes place. In some embodiments, the event of the methods and systems disclosed herein, is a game system. Suitably, the game system may be operated at a range of social and public event settings, for example: sports club training days, registration days, club days, fun days and holiday programmes; at a shopping centre; fetes; educational events including physical education (PE) events; school events; and other community events. Accordingly, participants in events may be known, or at least in part known to each other, and in other cases unknown to each other.

The methods and systems disclosed herein employ multigoal arenas which delineate at least one event environment. Properties of the multigoal arena that may be selected include but are not limited to: event field surface, surface floor area of the event arena; surface wall area of the event arena, perimeter length defining the field dimensions such as shape and area, goal size, goal dimension, number of goals within the arena; number of wall faces or panels within the arena; and rebound properties of the arena walls. Selection of these properties may be employed to affect the degrees of freedom of activities undertaken within the arena. Put another way, the selection of arena properties may modulate the predictability of activities undertaken by participants in the event environment. The multigoal arenas used in the methods and systems of the present disclosure are comprised of at least three, more preferably at least 4, and even more preferably 6-8 internal goals. Suitably, the multigoal arenas delineate both internal and external event environments.

As such, through selection of properties of an event environment, the degree of predictability of activities undertaken in event environment may be adapted. Adaption of the event environment is implemented within the context of a spectrum tending from environments which provides more constrained and regulated occurrences to environments that provides more unconstrained and random occurrences. As such, the applicant has found that by varying properties of the arena that the degree of control participants, engaged in the event being run within the arena, have over the course the event takes, may be modulated. Properties for multigoal arenas may be selected so as to be suitable for the event for which they are to be utilised. As used herein the term “degrees of freedom” refers to each of a number of independently variable factors affecting the range of states in which a system may exist, for example, any of the directions in which independent motion can occur. As indicated above, an example of an event system is a game system. The notion of entropy, as a measure of order or predictability, is another measure that may be used to describe the state of an event environment.

Examples of variation in event environment are described as follows: an arena with a floor area of approximately 150 m², with walls of an absorptive material such as a relatively light padded foam (which cushions the impact of a ball—low rebound), provides a more controlled event environment as opposed to an arena with a floor area of about 28 m² (relatively limited reaction time available due to small area) with pneumatically pressurised and cushioned walls (high rebound).

The systems and methods disclosed herein are operated within the context of a performance spectrum tending from grass roots level to high performance, from little or practically no skill to highly skilled. Individuals participating in an event undertake an activity within the event environment. The term “activity” refers to a thing that a person or group does or has done. An activity may be a recreational pursuit or pastime such as a range of sporting activities. Suitably, the activity may include both physical and mental components. The activity is undertaken in the context of an event state within the environment. Preferably the activity utilises a ball. Preferably the activity is a form of ball game wherein a goal or point is scored by the urging of a ball into a goal. Suitably, an event state is established in the game system by the selection of an event mode. The term “event state” may be understood to refer to state or status of the event underway within a multigoal arena. In some embodiments, the event state may reflect the prevailing level of predictability, complexity or difficulty within the event environment. A preferred event state is a game state which by corollary may be understood to refer to the prevailing state of play within a game.

Suitably an event state may be modulated from an initial state, established by application of an initial mode, to a new event state by application of another event mode. In some embodiments the modulation of event state induces uncertainty in the ball game system. In some embodiments the change in event state induces unpredictability within the event environment. In some embodiments the change in event state increases the complexity of the event environment. In a similar manner to above, the notion of event state may be understood through the concept of entropy. Entropy is a measure of the number of ways a system can be arranged, and is often taken to be a measure of “disorder” of a system (the higher the entropy, the higher the disorder). Suitably, the event environment may exist at an entropic state.

An event may be commenced by selecting an opening event mode to establish an initial event state within the event system. As used herein the term “event mode” refers to the ways or manners by which something occurs or is experienced within the event environment. Discrete event modes have the capacity to change the ways or manners by which something may occur within the event system. Event modes may be considered factors affecting the range of states in which a system may exist. As such, a mode may modulate an event state. An event state, including the opening event state, is induced through application of an event mode. Subsequent event states, in an event environment, may be induced through application of subsequent event modes. One preferred event mode is a game mode. For example, an event, such as a ball game conducted in the multigoal arena, may be commenced by selecting an opening game mode to establish an initial game state within the event system.

Event systems of the present invention include: a multigoal arena, participants, including participants inside and participants outside of the arena, and equipment used in the event. In some embodiments, the event system of the present disclosure includes one or more game modes. A preferred event system is a game system. Suitably, the game system may include one of the following event types: a social event such as game play, a competition, a contest. Suitably the event system may include aspects of skill development, training and fitness.

Continuing, with particular regard to the context of ball games and games systems, in some embodiments, the systems and methods disclosed herein enable play, as well as contests, across a broad spectrum of skill levels. By interaction with an event, participants, irrespective of the perception and skill with which they are endowed or have acquired, may be included in the systems and methods herein described. The relationship between the event environment and the one or more participants may be interactive and adaptable to the attributes of the participants.

Within the framework of traditional sports, typically a team shares a single goal or goal area and players have specialised positions on the field (e.g. defender, midfielder, striker). Contrastingly, in some embodiments, the methods and systems disclosed herein have the effect of highlighting the multifunctionality of participants. In some embodiments, each contender within the event environment may be considered their own entity or representation, their own team. As such, and from an individual contender's developmental perspective, participants may gain significant benefit from experiencing a multi-positional role, prior to specialising in one field position, e.g. goalie, defender, midfielder or striker.

Suitably, the systems and methods herein disclosed incorporate multiple field positions for participants within the event environment. Suitably, the ability to perform multiple roles in an established area allows for equalisation amongst participants. All participants may use a variety of core skills to defend their goal(s), advance the ball through a zone(s) to create goal scoring opportunities. In some embodiments the methods and systems disclose herein provide a unique platform for players of all abilities to experience a variety of positions on the field of play. This platform may translate as small team challenges whereby each player has a multifunctional role unlike more traditional versions of team sport.

To recapitulate, a game state, whether the initial game state or subsequent to that, may be modulated by selecting a new game mode and applying it to that prevailing game state, so as to generate a new game state. Preferably, the new game state improves one or more of: satisfaction, engagement, inclusivity and participation rate of participants in the game system. Suitably, participant engagement in the ball game may be ameliorated by: multiple rotations as possible per participant, a high participation rate, and an equal opportunity to participate. In some embodiments, improved participation may be an increased likelihood that a participant will re-engage with and remain in the game system, and return to the queue to have another turn playing the ball game activity in the arena.

In some embodiments the game system comprises a multisport event. A multisport event increases the chances of a participant engaging with the activity in the event environment as it increases opportunities for a participant to discover aptitude in an activity, whether it be, for example: the use of hands, feet, or a novelty noodle for striking the ball. Individual, or groups of, participants, engaging with a range of activities, may identify natural aptitudes amongst those activities. Identification amongst participants of different aptitudes in a multisport format may tend to equalise the playing field. Moreover, multisport offers players opportunities to discover and develop new skills through exposure to variety.

In some embodiments, the selection of game mode regulates the possibility of a participant staying in the game. Selection of game mode may depend on the prevailing game state and the intended game direction. In some embodiments, the selection of a new game mode may increase the rate of rotation of participants through the arena. In other embodiments, the selection of a new game mode may decrease the rate of rotation of participants through the arena.

In operation, the game system of the present invention is highly adaptive, said adaptivity may feed back into the flow of players through the arena. For example, the use of game modes to change the game state within the game system may be used as a throttle to adjust the flow rate or throughput of participants through the arena.

Unpredictability may be induced in the game system by applying a game mode to the game state that tends the game system from a more organised state to a more disorganised state. A reference to more or less, organised and disorganised, states, may be understood as a reference to the controllability of the endeavour or activity, by the participants, with which the participants are engaged within the game environment. With organised game states some participants may exert greater control over the events whilst with disorganised game states less control over the events may be able to be exerted. In the more disorganised or chaotic game state, the induced disorder in the system provides greater opportunities for the participants to score as the type and number of goal scoring opportunities increases, and concomitantly, the defence of goal zones becomes more difficult. The scoring opportunities increase with increasing unpredictability within the arena leading to an increase in the number of goals, or points, within the provided point system. Unpredictability within the game system may be, variably, a complex of: the direction of travel of the ball within the arena including reflection of the ball from inner surfaces, the change in direction of the ball as a function of the number of participants within the arena that may strike the ball and the number of balls in play. Inducing uncertainty in the game system may be used to control the rate of participant throughput in the ball game in response to the players and the prevailing game state. Suitably, the uncertainty may be related to one or more of: participant throughput and total group participant numbers. Suitably, the selection of new game mode increases the likelihood of goals being scored.

As used herein, the term “ball game” refers to any game played with a ball. In some embodiments a game may be an activity that one engages in for amusement, physical and/or mental exercise or activity, or fun. In other embodiments a game may refer to a complete episode or period of play, ending in a final result. Within the game systems of the present disclosure, individuals, or teams as the case may be, are required to score goals, and to prevent any opposition from scoring goals. In some embodiments, by not conceding goals, players may stay in the game thereby perpetuating play. In some embodiments, participants may lose points for conceding goals and acquire points for scoring goals. Goals are scored by, for example, a player striking the ball into an opponent's goal zone. Suitably, after being rotated out of the game participants may be rotated back to return to the game.

Suitably, for players waiting in line, the object is to enter or re-enter the ball game played in the arena thereby continuing play. Suitably, the ball game of the present disclosure is an infinite ball game. In some embodiments an infinite ball game may contain finite ball games. In some embodiments, the event is an infinite ball game comprised of perpetual in-and-out rotations as regulated by the methods and systems disclosed herein.

As previously indicated, the multigoal arena of the present disclosure is an arrangement of walls, including goals and ingresses/egresses disposed therein, which form a perimeter or enclosure providing an internal event environment, which is a field, region or zone of activity on which an endeavour between participants, such as a ball game, takes place. The arena may be at least partially enclosed. For example, the arena may have vents to allow for air flow or have an at least partial netting construction of wall or ceiling surfaces so as to allow light and air to pass through whilst retaining balls within the arena. Suitably, the arena is configured such that a one or more balls, when in play, are maintained within the arena.

Referring now to the figures. FIG. 1 a displays a plan view of a multigoal arena 10. The approximately dodecagonally-shaped arena 10 has 6 goal zones 11 a-11 f, walls 13 with and 14 without goals, an ingress or entry 15, an exit or egress 16, and a playing field 12. As used herein the term “playing field” refers to the field, or surface, on which a game is played. The playing field forms part of the event environment. As used herein, the related term “levelling the playing field” refers to equalling the odds for participants playing the ball game. Levelling or “equalising” the playing field has the intent of making a situation or activity more fair and balanced, by giving an extra advantage or opportunity to those who would normally be at a disadvantage, or similarly attempting to take away or diminish advantages that may be held by one's adversary or competitors.

It is understood that in some embodiments, only one of the apertures 15 and 16, may be in place and the single aperture may serve as both an entry for players waiting outside to enter the arena 10 and an exit for players inside the arena to leave the arena 10. In the embodiment displayed in FIG. 1 a the apertures 15 and 16 are shown located in walls of the arena adjacent to walls that contain goal zones. However, apertures for ingress and egress into and out of the arena, may also be located in other locations, such as in walls containing goals zones, in that case with the aperture located adjacent to the goal zone within the wall. For the sake of clarity, and to reduce repetition, the features of only one goal zone in FIG. 1 a , goal zone 11 b, have been enumerated and described in greater detail. It should be understood that the other goal zones 11 c, 11 d, 11 e, 11 f and 11 a in other locations in arena 10 have similar features to those described for 11 b. The walls 13 and 14 are typically joined to form a continuous surface surrounding the playing field 12. In the multigoal arena 10 displayed in FIG. 1 a , goal zones 11 a-11 f are located in alternating walls 14 of the arena 10. The walls of the arena may be constructed from a range of materials. As required, the walls may be cushioned, for example air-filled, and may be fabricated so as to have properties such as resilience, rebound, and kinetic energy absorption. Suitably, the goal zones 11 a-11 f are integral with the walls of the arena 10. Each goal zone is an enclosed space, for example, comprised of sides 19, a back wall 20 and an upper surface or ceiling 23 (FIG. 1 b ). The goal mouth 22 is internal to the arena but the goal zone may extend out through the walls of the arena. Accordingly, an internal goal zone refers to a goal zone that had its mouth inside the arena. The goals in the embodiment of FIGS. 1 a and 1 b are shown to be cuboidal in shape, but other goal shapes, for example, prismatic and truncated conical shapes (such as provided by parabolic and hyperbolic sections), and the like, would also be suitable shapes to define goal zones. The cross-sectional area of the goal zone aperture may be varied. A smaller goal tends to decrease scoring rate and increase scoring difficulty and a vice versa for a larger goal. The hashed line 17 at the front of the goal zone demarcates the boundary or goal line across which a ball (not shown) is urged for a goal or point to be scored. The double headed arrow 21 indicates the approximate width of the goal zone aperture 22. FIG. 1 b displays a front elevation view of the exemplary arena 10. Indicated in FIG. 1 b are the boundary surfaces 19, 20 and 23 of goal zones 11 c, 11 d and 11 e of arena 10. Also shown is the roof 24 of the arena 10. In the embodiment of FIGS. 1 a and 1 b, the roof 24 is shown to be flat. However, the roof 24 may be of a dome shape or other suitable shape for retaining a ball in play within the arena 10. The roof may be constructed from a resilient mesh. The properties of the inner surfaces of the arena may be adjusted to affect the momentum of a ball having struck the surface. For example, the surface tension may be adjusted such that a ball bounces back sharply into the arena retaining most of its momentum, alternatively a ball may have most of its momentum absorbed by the arena surface. The rebound potential may be adjusted, for example, by air pressure in pneumatically pressurized wall surfaces, or through the use of different foam densities and foam layer thicknesses contained within the padding that forms part of the wall structure.

Suitably, an arena may be modular and portable, and may be manufactured such that it can be disassembled and reassembled as required. The portable arena includes: wall panels some of which contain goals; bases to hold the wall panels in an upright position; and braces such as support frames to maintain the structural integrity of the arena structure when assembled. Suitably, the portable arena is a firm and rigid structure. For example, the structural integrity of the arena is sufficient to withstand the accidental impact against walls of the arena by participants within the arena. Panels may be connected or attached to each other along edges, for example, by interlocking mechanisms located on panel boundaries or by clipping or clamping panels together along a boundary shared by adjacent panels. The panels may have feet which may be attached to, interlocked with, or located within support bases, thus providing support for the panels.

By selection of the number of panels between goal zones, the perimeter length of the arena may be increased or decreased. Accordingly, arenas with greater or lesser internal surface area for the field of play may be formed. Moreover, other properties such as: surface padding materials, goal sizes, and the like, may be selected to provide different environments within the arena. Suitably, panel heights may be about 2.5-3.0 metres high, and about 3.0-5.0 metres wide. Suitably, arena internal surface areas range from about 20 m² to about 200 m², more preferably from about 24 m² to about 175 m². Preferred arena areas are about: 28 m² (6 m diameter, 6 goal arena); 91.5 m² (10.8 m diameter, 6 goal arena) and 154 m² (14 m diameter).

The arena field surface may be selected from: grass, artificial grass surfaces such as astroturf, concrete, tarmac, water, clay, hard courts surfaces such as used in tennis, sand, indoor flooring surfaces such as vinyl, carpet, parquetry or floorboards.

Suitably the arena may be a floatable structure which may be disposed on the surface of water, such as a pool, lake or ocean environment, so as to form an event environment. In some embodiments the arena field surface may be an inflatable or bouncy surface such as a resilient air-filled surface or trampoline surface.

Infinite Games

A main objective of a participant in an infinite ball game is to continue playing in the game. An infinite ball game may include both known and unknown players. An “infinite game” may be played to perpetuate play.

It should be understood that when an “infinite game” is referred to herein, it should not necessarily be inferred that by use of the term “infinite” the that game will never end, merely that the game's ending is indeterminate. Within infinite games there is the known and the unknown, rules can change, with a main purpose being to perpetuate play. In some embodiments an infinite game is a game of infinite rotations or infinite in-and-out rotations.

In operation, the game system of the present invention may be comprised of one or more participants waiting to be being rotated into the at least partially enclosed multigoal arena to participate in the ball game being played inside the arena. Through elimination events or occurrences, such as the scoring of goals, participants inside the arena are rotated out to re-join the queue, or line, of participants waiting outside the arena, said participants waiting to return to the ball game conducted in the arena.

The rotation of participants into and out of the arena is typically regulated by elimination events. As previously mentioned, elimination events include the scoring of goals. As also alluded to earlier, a goal is scored when a ball is urged, or otherwise struck, by a player such that the ball crosses the front of demarcated boundary of a goal zone and enters into the goal zone. In the infinite ball game of the present invention, a participant playing in the arena may have multiple roles simultaneously, for example, and at any one time, the roles of one or more of: goal keeper, defender, and attacker. Thus, one the one hand a player in the arena may be required to score goals, and on the other hand, to defend their own goal from attack.

Suitably, participants playing inside of, and participants waiting outside of, the arena may be part of the game system. As such, participants may be eliminated from the arena but may stay in the game system. Participants waiting to return to the arena haven't left the game system.

Within the conceivably infinite rotations of an infinite ball game, the players inside the arena play to stay in the game as long as possible, whereas the players outside of the arena are intent on returning to the arena at the earliest opportunity.

Suitably, participants may repeatedly cycle through the game system with multiple turns in the arena. Preferably, when participants are rotated out of the game system, they have an opportunity to rotate back into the arena after a waiting period. Preferably, a participant in the game system has multiple turns within the arena.

Play may be perpetuated as participants in the game system are cycled into, out of, and are subsequently recycled back into the ball game conducted in the arena. Existing participants may leave the game system and new participants may join the game system. Accordingly, the participation rate in the game system may depend on the number of new participants joining the game system and the number of participants that leave the game system. Preferably, there is a high retention rate as participants are retained through engagement with the game system.

Play in the ball game may be perpetuating between unknown and known players. Play may be independent of the identity of individual players. Participation and play may be inclusive whether: players know each other or not; are a similar age or gender; or skill level. For example, during a public event, players do not need to be a part of a team or group or even to know any of the other players at an event in order to be able to join in and participate.

As used herein, the term “participation rate”, refers to the number of involved participants. With particular consideration to the game system of the present invention, “participation rate” refers to the number of participants involved in the game system during an event. Participation rates may be considered as relating to how many of those present at an event end up participating in play. Typically, participation rates of events with the systems and methods disclosed herein are greater than about 80% more typically greater than about 90%. The above participation rate refers to the total number of participants engaged and should be disambiguated from the (flow) rate of participants rotating through the arena.

As used herein, the term “retention rate” refers to the percentage of individuals retained. Considering the game system of the present invention, the retention rate refers to the percentage of a participants retained by the game system over the course of an event. It is observed that retention rate and participation rate may also be calculated, respectively, as rolling amounts and percentages over the operation of an event. More particularly, the retention rate may be considered as pertaining to how many participants go back in line, after they were eliminated, to be rotated back into the event environment in the arena. Typically, retention rates of participants in the event systems and methods disclosed herein are at least about 70%, more typically greater than about 80% and even more typically greater than about 90% of participants.

Retention and participation are factors that may be associated with improving a subject's physical literacy. As used herein the term “physical literacy” refers to the motivation, confidence, physical competence, knowledge, and understanding to value and take responsibility for engagement in physical activities for life.

During an event, time spent in the arena and outside the arena by participants may be directly impacted by, and manipulated in response to, the total group of participants, that is, the group of participants both inside and outside of the arena. In some instances, time spent by a participant within and without of the arena is a more dynamic variable, for example, at a community event, and in some instances a less dynamic variable, for example a physical education class or sports club training event.

One or more of: the likelihood of a participant scoring a goal; participant flow rate or throughput through the arena; and participant time waiting time outside the arena, may contribute to overall engagement of the total group of participants in the game system. In some embodiments, subsequent to a change of game mode, the new game state reaches a steady state such that an equilibrium is established between participant throughput through the arena and total participant numbers within and without of the arena. That is, participant waiting time is acceptable for participants rotating back into the arena and still meaningful time is spent in the arena by a participant such that the participant remains engaged in the activity.

In some embodiments, the rate of rotation of the participants through the arena may be changed through induced uncertainty in the game state of the game system. In some embodiments, the rate of rotation of the participants through the arena may be changed through adapting variables, such as game modes, to increase opportunities to score goals or gain points within the game system. Preferably, the increase in the rate of throughput of participants through the arena is controlled through modulation of the game system by selection of a new game mode to increase the unpredicability of the activity. Preferably, the rate of participant throughput may be balanced with meaningful time spent in the arena by participants.

The length of time spent waiting to participate in the perpetual ball game, or ‘in-and-out’ rotations, may have an impact on the engagement of current, and potential participants, with the game system. Participation numbers may also impact the game mode being offered. Suitably, selection of a new game mode to adjust throughput is dependent on participant numbers. Suitably, the game mode is selected to increase the throughput for a large group. Preferably, a participant waiting outside does not have to wait long to re-enter the arena. With a larger group of players, said group including both the participants inside and outside of the arena, the increase in player flow rate may be induced by selecting game modes that, for example, multiply scoring opportunities.

The applicant has found that a participant's engagement with the game system of the present invention is, at least in part, a function of the possibility of a participant staying in the game. The applicant has found that the possibility of continuing in the game improves player participation. In some embodiments, the unpredictability of the game state has a causal effect on the possibility of a participant staying in the game.

Referring to the FIG. 2 , a system of the present disclosure is illustrated diagrammatically. One or more individuals represented by the box labelled 700, may join 710 the game system outlined by the hashed lined 900, to become participants 120 waiting outside of arena 300. One or more waiting participants 120 move 130 towards entry 230 into the arena 300 as one or more playing participants 310, inside the arena. Eliminated playing participants exit 320 the arena 300. The eliminated participants 500 may leave 810 the game system to be outside the system as indicated by box 800, or may stay within the game system to rotate 510 back into the arena 300. The degree of engagement 600 of the participant with the game system is a determinant of whether the participant stays in the game system 900. A participant's engagement 600, depends at least on the possibility of a participant's staying in the game 420, and for example, influences a participant's decision to rotate back into the queue 610 to be, eventually, returned to the arena 300.

The flow rate or throughput 200 of participants out of, and into, the arena 300 in regulated 220 by selection of game mode 400. Accordingly, the waiting time 210 for entry 230 of one or more participants into the arena may be controlled 430 by selection of game mode 400. In some embodiments, the waiting time 210 dictates selection of play mode. The selection of game mode 400 regulates the possibility of a participant staying in the game 420. For example, uncertainty in the game state within the arena may be generated from a change in game mode 400, which may have the effect, for example: of levelling the playing field, or, of increasing the likelihood of a scoring event occurring through inducing uncertainty in the arena.

The cycle of participants 120 into 230 the arena 300, out of 320 the arena 300 and rotating 510 back into the queue 610 is preferably repeated for the participants of the game system 900.

It has been observed that participant engagement is affected by an opportunity provided, even if slight, to stay in the game. Conversely, the mere rotation of participants into and out of the arena solely based on a time basis (for example participants sequentially taking five-minute turns), leads to reduced engagement of the participants with the perpetual ball game, due to the possibility of staying in the game in the arena having been removed from the participant. Under timed-sequential rotation, into and out of the game played in the arena, a participant may become disconnected from the game as the participant understands that when their time is up, they will leave the arena without any possibility of staying in the game. If a participant knows that there is a possibility, at least partially within their control, of staying within the arena (through or as a result of their own actions, even though this possibility may be slight), then this may lead to improved participation in the game.

Modes are a way or manner in which something occurs or is experienced, expressed, or done and, in the context of the current disclosure, are examples of system variables. Different forms of game mode include: “team mode”, “play mode” and “challenge mode”. Considering first “team mode”, this game mode refers to the arrangement and assignment of a player or players, with a goal or goals, within the arena. The selection of team mode controls one or more of: the number of players inside the arena, the number of participants per goal, for example, 1 or 2 (solo or duos) and the number of participants per team, for example, singles, doubles, triples of quadruples.

One Per Goal

In some embodiments, the team mode of the present invention is “one player per goal”. According to this game mode each playing participant is assigned their own goal to defend within the arena. Referring to the example illustrated in FIG. 3 , features of a one player per goal play mode are exemplified, including: the arena 10; goals 11 a to 11 f; the playing field 12; the enumerated triangular shapes 1 a to 6 a, which are representative of participants playing in the arena 10; triangular shapes 30, which are representative of participants waiting to enter into the arena 10; and a ball 31. In the embodiment shown in FIG. 3 , the ball 31 is shown as spherical in shape, however, other non-spherical shapes, for example oval, may also be suitable. As illustrated in FIG. 3 , through the proximity of the participant to a goal zone (e.g. shape 1 a representing a playing participant and its proximity to goal 11 a), each playing participant within arena 10 may be assigned to the defence of a particular goal zone, for example: participant 1 a with goal zone 11 a, participant 2 a with goal zone 11 b, participant 3 a with goal zone 11 c, and so on. Suitably, the one player per goal team mode may be further delineated according to how players are formed into teams within the arena as follows:

One Per Goal—One Versus One (1v1)

According to this team mode, each of the playing participants defends the goal zone to which they have been assigned and attempts to score in any of the other goal zones (goals) in the arena. By way of example, and referring to FIG. 3 , playing participant 1 a defends goal 11 a, playing participant 2 a defends goal 11 b, and so-on. By defending their goal zone, it is meant that a playing participant, for example, playing participant 1 a, will attempt to stop any of the other playing participants in the arena, that is participants 2 a, 3 a, 4 a, 5 a, 6 a, from urging the ball 31, across the goal line 17 into the goal zone they defend, which, for example, in the case of playing participant 1 a is goal zone 11 a. As indicated, all playing participants will attempt to score a goal within any of the other goal zones in the arena they are not defending. For example, playing participant 1 a will attempt to score goals in any of goal zones 11 b, 11 c, 11 d, 11 e, 11 f and playing participant 2 a will attempt to score in any of goal zones 11 a, 11 c, 11 d, 11 e, 11 f, and so on. Under this team mode, the fate of a participant, in relation to goal scoring elimination events, depends solely on the individual participant.

One Per Goal—Two Versus Two Versus Two (2v2v2)

According to this game mode, and with reference to the 6-goal embodiment displayed in FIG. 3 , playing participants on field 12 within arena 10 form three teams of two. It will be understood by those skilled in the relevant art that other arenas, for example 8-goal arena 50 shown in FIG. 7 or the 4-goal arena 60 shown in FIG. 8 , may accommodate different number of two-membered teams. Two-member teams may be made up from players from adjacent goals. For example, playing participants 1 a and 2 a from goal zones 11 a and 11 b may form a team. Alternatively, teams may be made up from playing participants from non-adjacent goal zones, for example playing participants 3 a and 5 a from goal zones 11 c and 11 e might form a two-membered team. Under this team mode, the fate of all participants within a team, in relation to goal scoring elimination events, depends on the fate of team.

One Per Goal—Three Versus Three (3v3)

According to this game mode, and again with reference to the 6-goal embodiment displayed in FIG. 3 , playing participants on field 12 within arena 10 form two teams of three. Three-member teams may be made up from players from, for example: alternating goal zones, for example goals 11 a, 11 c, and 11 f, adjacent goal zones, for example, 11 a, 11 b and 11 c, or a mixture of alternating and adjacent goal zones, for example, 11 a, 11 c and 11 d. Similarly, under this team mode, the fate of all participants within a team, in relation to goal scoring elimination events, depends on the outcome of team. That is, if the team is eliminated, then all members that comprise that team are eliminated.

Two Per Goal

An alternative team mode is two players per goal, where two players are assigned to the defence of the same goal. For example, and referring to the arena illustrated in FIG. 4 , participant pairs 1 a and 1 b with goal zone 11 a, participant 2 a and 2 b with goal zone 11 b, participant 3 a and 3 b with goal zone 11 c, and so on. The two players per goal team mode may be further delineated according to how players are formed into teams within the arena as follows:

Two Per Goal Zone—1v1

According to this game mode, there are two playing participants defending each goal zone. For example, and referring to the embodiment illustrated in FIG. 4 , playing participants 1 a and 1 b are assigned to the defence of goal 11 a, playing participants 2 a and 2 b defend goal 11 b, and so-on. By defending their goal zone, it is meant that the playing participants, for example, playing participants 1 a and 1 b, will attempt to stop any of the other playing participants in the arena, which, continuing the example in this case would mean any of participants 2 a&2 b, 3 a&3 b, 4 a&4 b, 5 a&5 b, and 6 a&6 b, from urging the ball 31, across the goal line 17 into the goal zone they defend, which, in this example for participants 1 a and 1 b is goal zone 11 a. As indicated, all playing participants will attempt to score a goal within any of the goal zones in the arena, that they themselves are not defending. For example, playing participants 1 a and 1 b will attempt to score goals in any of goal zones 11 b, 11 c, 11 d, 11 e, 11 f, playing participants 2 a and 2 b will attempt to score in any of goal zones 11 a, 11 c, 11 d, 11 e, 11 f, and so on. Under this team mode, the fate of both of the two playing participants defending the same goal, in relation to elimination events, is tied to the fate of their team.

Two Per Goal Zone—2v2v2

According to this team mode, there are two playing participants defending each goal zone and teams are formed of two goal zones per team. Referring to the 6-goal embodiment, arena 10, displayed in FIG. 4 , playing participants on field 12 within arena 10, form three teams, each team consisting of two goal zones. Teams may be made up from adjacent goals. For example, playing participants 1 a & 1 b and 2 a&2 b from goal zones 11 a and 11 b can form one of the two-membered teams. Alternatively, teams may be made from non-adjacent goal zones, for example playing participants 3 a&3 b and 5 a&5 b from goal zones 11 c and 11 e could form one of the two-membered teams. Under this team mode, the fate (in respect of elimination from the arena) of the two playing participants defending the same goal, in relation to elimination events, depends on the outcome of their team.

Two Per Goal Zone—3v3

According to this game mode, and again with particular reference to the 6-goal embodiment, arena 10, shown in FIG. 4 , playing participants on field 12 within arena 10 form two teams, each team consisting of three goal zones. Three goal zone teams may be made up from players from, for example: alternating goal zones, for example goals 11 a, 11 c, and 11 f, adjacent goal zones, for example, 11 a, 11 b and 11 c, or a mixture of alternating and adjacent goal zones, for example, 11 a, 11 c and 11 d. Under this team mode, the fate of the two playing participants defending the same goal, in relation to elimination events, depends on the fate of their team.

It will be understood by those skilled in the art that other configurations of players and arenas are possible. For example, and referring to FIG. 7 , The 8-goal arena 50 supports the following team modes: one per goal (1v1), one per goal (2v2v2v2), one per goal (4v4), two per goal (1v1), two per goal (2v2v2v2) and four per goal (4v4). A nine-goal arena (not shown) may support team modes: one per goal (1v1) one per goal (3v3v3), two per goal (1v1), two per goal (3v3v3). Moreover, use of a larger arena may allow for the accommodation of three playing participants for the defense of a single goal zone. Optionally, a team mode may include mixed gender teams.

Another form of game mode is “play mode”, sometimes referred to as “mode of play”, which refers to the format of the game. In some embodiments, the play mode of the present disclosure is multi-ball—the addition of one or more balls to the arena. Suitably, the shape or size of the ball may be changed. For example, a reduction in ball size may increase the possibility of a participant scoring. Suitably, a second ball added to the arena is smaller than the ball already in the arena. Preferred balls include: a giant tennis ball which is relatively safe to be hit with from close range and as such provides the participants with confidence, and a bouncy rubber ball. A larger ball may allow for more control and demonstration of skill by a participant. Optionally, a bouncy rubber ball may be used by participants under the age of seven and a giant tennis ball by participants over the age of seven years.

The selection of equipment for use by participants within the multigoal arena is a variable that impacts upon a game state. The equipment used by participants may be selected from one of: novelty equipment, adapted equipment (e.g. foam covered hockey sticks), and official sports equipment as defined, for example, by a sport's governing bodies, including a selection of balls and ball striking implements. In some embodiments, the game mode may be the use of an implement to strike the ball. In some embodiments, the game mode may be the selection of an implement to strike the ball Suitably, pool noodles may be used instead of hard sticks, such as hockey sticks, for novice or grass root players. Sticks, such as hockey sticks, may be covered in foam to minimise the chance of injury.

In some embodiments, play modes include adaptions of soccer, hockey, or end game formats. Suitably, in end game mode, players may endeavour to do any of: kick the ball; hit the ball with an implement; and bounce the ball—but may not hold onto the ball or pick it up.

In some embodiments, the play mode does not allow the use of hands and arms to urge or strike the ball into a goal zone. In other embodiments participants may endeavour to use both hand and feet to urge the ball into a goal zone.

A new game mode may be introduced to the game system to increase the unpredictability of the activity within the game system. A new game mode may be introduced to the game system to decrease the predictability of the game state. By way of example, addition of a second ball to the arena increases uncertainty in the game system by making play unpredictable and making it more difficult for players to defend their goals, thus increasing the probability of scoring. The change in variables induces an increase in possible actions to be taken by a participant. In some embodiments, a change in game mode increases the complexity of the game state. Accordingly, the game state is raised from an initial state of uncertainty to a higher state of uncertainty increasing the possibility of elimination events occurring, such as the scoring of goals. Similarly, adding a third ball further increases the difficulty in defending goals from scoring.

Tables 1 and 2 below provide an outline of some possible combinations of team mode with the play mode—addition of one or more balls to the arena.

TABLE 1 One Player per Goal Rank Configuration Balls Arena 1.1.1 1 goal per team 1 4-goal, 6-goal, 8-goal 1.1.2 1 goal per team 2 4-goal, 6-goal, 8-goal 1.1.3 1 goal per team 3 4-goal, 6-goal, 8-goal 2.1.1 2 goals per team 1 4-goal, 6-goal, 8-goal 2.1.2 2 goals per team 2 4-goal, 6-goal, 8-goal 2.1.3 2 goals per team 3 4-goal, 6-goal, 8-goal 3.1.1 3 goals per team 1 6-goal 3.1.2 3 goals per team 2 6-goal 3.1.3 3 goals per team 3 6-goal 4.1.1 4 goals per team 1 8-goal 4.1.2 4 goals per team 2 8-goal 4.1.3 4 goals per team 3 8-goal

TABLE 2 Two Players per Goal Rank Configuration Balls Arena 1.2.1 1 goal per team 1 4-goal, 6-goal, 8-goal 1.2.2 1 goal per team 2 4-goal, 6-goal, 8-goal 1.2.3 1 goal per team 3 4-goal, 6-goal, 8-goal 2.2.1 2 goals per team 1 4-goal, 6-goal, 8-goal 2.2.2 2 goals per team 2 4-goal, 6-goal, 8-goal 2.2.3 2 goals per team 3 4-goal, 6-goal, 8-goal 3.2.1 3 goals per team 1 6-goal 3.2.2 3 goals per team 2 6-goal 3.2.3 3 goals per team 3 6-goal 4.2.1 4 goals per team 1 8-goal 4.2.2 4 goals per team 2 8-goal 4.2.3 4 goals per team 3 8-goal

The above Tables provide examples of where one, two or three balls may be used in the arena. However, these examples should not be interpreted as limiting in respect of the possible combinations of team mode and play mode in the game system.

Another form of game mode is “challenge mode”. The term “challenge mode” refers to a game mode that tasks the players in the arena to play the game under specific conditions that are not normally present or required under the prevailing game mode. Challenge mode may therefore refer to a situation in which the outcome desired by the player or players requires an effort to accomplish. A “countdown” is an example of a challenge mode used to sanction defensive play, or incentivise offensive play, within the arena. Defensive play may be described as the tendency of players in the arena to adopt a low risk approach to play in order to avoid elimination. An example of low risk play is a player staying close in defence of their own goal zone and not engaging in attacking play. In some instances, a countdown may be employed. Modulating the game state by selecting countdown as the change in game mode increases the relative disorder of the game system and increases the likelihood of an elimination event occurring such as the scoring of a goal. A countdown signals that unless a goal is scored within a given time frame (which is counted down) all players will be eliminated from the arena and replaced with a group of waiting participants. The countdown essentially increases the energetic state of the system, or game state activation energy, by creating a sense of urgency amongst participants, leading to de-structuring of play, greater risk taking by participants on the basis that elimination from play may be imminent. Optionally, the countdown may be counted by participants waiting outside the arena. Suitably, dispensation may be made for proactive participants to stay in the game, under the countdown, if those proactive participants not been able to score.

Using 6-goal arenas as an example, for small groups of participants, the initial game state selected may be one per goal (1v1). Suitably, for a medium group of participants, the initial game state selected may one per goal (1v1) followed by one per goal (2v2v2) followed one per goal (3v3), which is subsequently followed by two per goal. Suitably, for large groups, the initial game state selected may one per goal (2v2v2) followed one per goal (3v3) which is subsequently followed by two per goal (1), two per goal (2v2v2) followed by two per goal (3v3). Suitably, for extra-large groups, the initial game state selected is two per goal.

Players may be eliminated from the arena through elimination events. When in one player per goal mode, an individual may be eliminated from the arena when a single goal is scored against them, that is, scored in the goal zone which they defend. Similarly, when in one player per goal mode, a team defending two or more goals may be eliminated when a single goal is scored against the team in any goal which the team is defending. Suitably, in some embodiments, two or more goals may be scored against a team for an elimination event to occur.

In a like manner, when in two player per goal mode, a two-player team may be eliminated from the arena when a single goal is scored against them. Similarly, when in two player per goal mode, a team defending two or more goals is eliminated when a single goal is scored against the team in any goal which the team is defending. In other embodiments, two or more goals may be scored against a team for an elimination event to occur. If after the completion of a countdown a goal has still not been scored, then all participants within the arena may be eliminated and replaced with waiting participants.

Turning to FIG. 5 , illustrated is a dodecahegonally-shaped, 6 internal goal, 6 external goal arena 40, which is suitable for use in the methods and systems of the present disclosure. In the arena 40, the internal goals 11 a-11 f are shown respectively back to back with external goals 32 a-32 f, with a shared partition 20 between the goals, each side of which acts as a back surface to the respective goal zone.

Referring again to arena 40 this time in the illustration of FIG. 6 , in a similar manner to which games are played on the inside with goals 11 a-11 f, games may also be played using the external goals 32 a-32 f. Moreover, games may be simultaneously on the inside and the outside. For example, an outside arena 35 may be located within a wider circle 34 which acts as the boundary of a field of play 33. Said boundary 34 may be provided, for example, by the centre of the 20 m diameter circle painted in the centre of a soccer field. The diameter of the boundary for the outer arena 35 may depend on arena type (e.g. number of goals and size), and may, for example, be square-shaped for square-shaped arenas. The circle 34 defines one boundary of the field of play 33 with the outer walls and goal zones, e.g. walls 13 and 14, of the arena 40 defining the other boundary of the field of play 33 for the external game. In a similar manner to how the game is conducted inside arena 40, in the game conducted in the outside arena 35, 1v1, 2v2v2, and 3v3 team modes may be employed, with players moving around the inside arena 40 to try to score (as appropriate in light of player goal allocation) in goals 32 a-32 f, while also running back to block their own goals if they lose possession.

Still referring to arena 40 illustrated in FIG. 6 , another example of an alternative game configuration that may be played in the outside arena 35 is a 6v6 team mode with a team of six players defending goals and a team of six players attacking the goals, when possession is lost the teams swap roles and defenders become attackers. Furthermore, the game system may include ball games played both inside the arena 40 and on the outside of the arena 35. For example, a relegation promotion game whereby:

-   -   (1) one or more players doing well in the game in the outside         arena 35, move ‘up’ (are promoted) to the game played inside of         arena 40;     -   (2) one or more conceding players from the inside arena move         ‘down’ (are relegated) to the game being played in the outside         of the arena 35;     -   (3) one or more conceding players in the outside arena move         ‘out’ of (are relegated from) the circle 34 of the game in the         outside arena 35, and back into line; and     -   (4) one or more new player from the line join (are promoted) the         game played in the circle 34 in the outside arena 35.

Referring to the embodiment displayed in FIG. 7 , a hexadecagonally-shaped 8-goal arena 50 is shown. Suitably, the 8-goal arena 50 may be used for any of 1v1, 2v2 or 4v4 team modes. Referring to FIG. 8 , an octagonally shaped 4-goal arena 60, for use in the systems and methods of the present disclosure, is displayed. The 4-goal arena is suitable for 1v1 and 2v2 team modes and has a single wall panel 13 between goal panels 14. Turning now to FIG. 9 , illustrated is a further 4-goal example, arena 70, which is differentiated from arena 60, for example, by having two wall panels 13 interspersed between goal panels 14. The 8-goal arena 80 illustrated in FIG. 10 , has a goal present in each wall panel 13 and may be suitable for use with any of team modes 1v1, 2v2 or 4v4. Referring again to FIG. 10 , wherein an octagonal arena with one goal per wall is displayed, by extension, hexagonal (6 goals with one goal per wall) and other geometric shapes with one goal per wall are contemplated. The 8-goal arena 90 displayed in FIG. 11 , is a square-shaped arena with two-goals per side. The oblong-shaped arena 100 displayed in FIG. 12 has unequal adjacent sides with two goals located in the longer two side and single goals located in the shorter two sides. The square-shaped arena 110, illustrated in FIG. 13 has one goal per side. The hexagonal-shaped arena 140, illustrated in FIG. 14 also has one goal per side. The number of goals within an arena are preferably multiple of 2, although in some embodiments an odd number of goals is suitable for working the methods disclosed herein, for example, three goals—1v1v1. Other combinations are readily realisable.

Referring to the game system of the present invention, and with particular reference to multigoal arenas comprised of 6 or 8 goals, a small size group of participants is typically under about 12 participants, a medium size group is typically from about 12 to about 25 participants, a large group is typically from about 25 to about 40 participants and an extra-large group is typically greater than 40 participants. For groups in excess of 80 participants, one or more additional arenas may be added in parallel.

Advantageously, in some embodiments, the methods and systems of the present disclosure may be used to engage a large number of participants in a relatively short amount of time. Suitably, the game system may be adjusted to the number of participants in a group.

Suitably the methods and systems of the present disclosure may be operated by a coach, referee or event operator. In some embodiments, such as when all relevant game modes and concomitant states have been experienced by participants, an operator may include input from participants. In some embodiments, input from participants may contribute to the selection of a new event mode. For example, after an event, participants may be asked for their preferred game state. Participants may be then asked to select one or more preferred modes of play to re-engage in, as a way of continuing play. In some embodiments this participant selected game state may be operated as a finite ball game—providing a unique way for participants to compete either individually or in small teams with each player/pair simultaneously blocking a goal and attacking.

A participant's enjoyment and satisfaction in the game system may be related to participation in the game. Furthermore, a participant's enjoyment and satisfaction in the game system may be related to achieving in, or contributing to, the game, for example: scoring a goal, eliminating another player.

The more unpredictable the game state, the more equal may become the playing field as player attributes such as ball skill and ball control may have less influence on outcomes, for example: who is scoring and where they are scoring. More variables applied to a game state may have a positive effect on the frequency of player actions and therefore opportunities to score goals. In some embodiments, a less structured game state leads to an equalisation of the playing field which leads to the possibility, for all of the participants in the arena, of staying in the game. Suitably, the more heterogenous the participant group, the more unpredictable it is preferred to make the game state so as to equalise the playing field. In response to the homogeneity or heterogeneity of a group of participants, the game state may be modulated, by selection of game modes, to improve the engagement and the inclusion of all participants in the game system. For example, if participants have different skill levels, to equalise the playing field and allow for the inclusion of more and less skilled individuals, game modes may be selected such that those less skilled have a greater chance of staying in the game. Consequently, less skilled individuals become more engaged. For example, unskilled players may remain in the game system without being eliminated too quickly by selection of one or more game modes that induce more unpredictable play, such as play with two balls in the arena. Said selection may have the effect of reducing the influence of skill level on scoring and conceding goals. Similarly, and at least initially, girls may be teamed with boys by default. As such, game modes may be modified to adapt to participants challenge points, or strengths and weaknesses. All participants have a degree of skill which may be influenced by constraints, incentives and game mode difficulty.

More players in a heterogenous group may become engaged if the outcome (e.g. scoring of goals) is unpredictable. Suitably, the new game mode is selected so that the scoring of goals is not solely dependent on the skill level of the participant. Factors influencing the homogeneity/heterogeneity of a group include: age, gender, physical agility, skill or prowess and whether the members of the group are known to each other. By way of example, a school PE class will typically demonstrate a relatively high degree of homogeneity with respect to, for example, age and gender balance, but may evidence a greater degree of heterogeneity with respect to, for example, skill level and physical development. The class members are expected to be known to one another.

Skill may be measured by the frequency, effectiveness and efficiently shown by an individual or group to achieve a desirable outcome. This may be measured by the consistent ability to recognize ‘real’ game situations and perceive, decide and execute accordingly. The skill levels of such a group of participants may range from: unskilled, through to moderately skilled, to skilled or even through to expert. In many activities, the mismatch between skilled and unskilled participants leads to reduced, or reluctant, participation from the relatively unskilled participants and to an unsatisfactory challenge for the more skilled participants. Therefore, in some instances, it may be desirable for both skilled and unskilled participants to participate in the event where all participants are able to more equally engage in the event. The tiered or hierarchical skill levels of participants can be broadly described as follows:

-   -   introductory—(unskilled) no experience whatsoever,     -   novice—minimal exposure and engagement with the activity;     -   intermediate—moderate exposure engagement with the activity. Is         able to perceive, make decisions and execute occasionally;     -   proficient—regular exposure and engagement with the activity. Is         able to perceive, make decisions and execute consistently;     -   experts (masters)—experts or masters have specialized skill in         the activity linked to unconscious decisions and managing         pressure, &c;     -   champions (grand masters)—champions or grand masters constitute         the most highly skilled individuals in their field in relation         to an activity.

To provide further explanation, those of intermediate skills, for example, are of middling skills and experience of the skill spectrum. That is, they having moved beyond novitiate but are not yet skilled enough to have developed to the stage of acquiring advanced skills. Skill levels may be further delineated to indicate progression through the skill level. For example, “introductory intermediate—intermediate—advanced intermediate” indicating progression through the skill level towards the next skill level (e.g. from intermediate towards proficient). The perceived level of skill or skillful players may be of less significance than the challenge point for participants and the modification of constraints within the game system such as game modes.

Unpredictability within the arena, derived from changing the game state with one or more game modes, can have the effect of increasing the level of input and participation of the players in the game system. As the uncertainty in the game state increases through modulation of game modes, the outcome for a participant may be less influenced by the actions of other participants. Suitably, the course of play, or how the play unfolds, is at least partially dependent on the participant. The increasing unpredictability within the event environment, and associated increase in risk of a goal or point event occurring, provides an opportunity to stay in the game for some participants. That is to say, the odds of staying in the game improve, for some participants, through equalisation of the playing field. Consequently, there is a possibility, due to chance, that a participant can stay in the game longer. Suitably, one or both of: survival and staying in the game, are valuable to the participant in the ball game.

The game system events, operated through the methods, or with the systems, described in the present disclosure, may be influenced by factors such as the composition and make-up of the participants, particularly with respect to the degree of homogeneity (or conversely heterogeneity) of the group. Moreover, the composition of the group of participants may, in some instances, be in a state of constant flux. For example, at a community event, and in a relatively random fashion, one or more participants may leave the group whilst new participants may join the group. Many of the participants will be unknown to each other. Typically, the requirements for operation of the game system of the present invention may be different for unknown and known players. For example, an event with largely unknown players, such as a community event may have different requirements to a physical education class or sports club. Typically, interactions between familiar participants may be conducted in a more facile manner. Accordingly, the operation of the systems and methods of the present invention is adaptable to a changing participant composition.

The systems and methods of the present invention are well suited to the operation or running of events where: the group of participants is heterogenous and the participants are unknown to each other. Interactions between unknown players, such as ball games, may be harder to initiate than between known players, and the methods of the present disclosure facilitate these interactions. In some embodiments the participants are unknown to each other. In some embodiments the group of participants is highly heterogenous.

The duration of an event may vary depending on the number and kind of participants involved in the event. A typical school physical education period may run from 30 minutes to an hour. A community event, such as might be held in a local park, may run from 1 and a half to three hours or longer. The event may also be run as a full day exposition. Accordingly, there may be different requirements for different types of groups of participants, for example, soccer club vs community event vs school PE class.

The methods of the current disclosure may be used for basic training for games such as soccer. Benefits may include, increasing proficiency of team coordination, the development of mental strength of the players, and training the anticipation skills of players. Due to the rotation of participants into and out of the arena, there may be a circle of learning and player proficiency may increase as the players cycle. Participants may learn about risk and opportunity. Participants may experience social learning for example, through heterogenous teams of boys and girls in the game system. For example, overcoming, at least in part, natural gender distancing, for example, among teenagers.

Skills engaged in by participates during a training event may include skills such as: dribbling, goal shooting, ball control and goal defence (goal keeping). Suitably, the training activity includes accelerated learning through exposure to a concatenation and multiplicity of events requiring rapid decision-making responses. Suitably, the training activity stimulates physical reflexes and concomitant mental acuity.

Preferably, all participants in the game system receive a moderate to robust workout which is fun. Suitably, sufficient time is spent in the arena by a participant to receive a workout. Preferably, participants have a meaningful and enjoyable experience. Preferably, through engagement with the methods and systems disclosed herein, a participant's physical literacy is improved.

The game system of the present invention may be used to facilitate experiential learning through factors such as: immediate reinforcements, resilience, and a growth mindset. Through repeated rotations and learning from play, as well as observations while outside, over time each player may develop their own style of play to best overcome challenges posed by others, each with their own strengths and weaknesses.

Advantages of the methods and systems of the present disclosure may include one or more of the following: provision of a moderate to robust workout to participants; exercise in multi-directionality of movement; multi-skilled responsive thinking of participants to an unpredictable environment brought about by multi-directionality of play; and participant adaptation brought about, for example, through changing the type of game mode e.g. from soccer using feet only, to hockey using mainly hands, to endgame using both feet and hands.

Surprisingly, through the methods and systems of the present disclosure there may be demonstrated a reversal, or at least an absence, of the typical inverse correlation between intensity of work out and level of experienced enjoyment.

Methods of operating the game system may include participant input. For example, participants may have a trial run through a number of different game modes and then participants may be asked to vote which game modes they would like to participate in. Such an interaction by the participants in the game state has the effect of improving participant engagement through participant satisfaction.

Preferably, the time spent by a participant playing within the arena on any given cycle or rotation is at least one minute. In some embodiments, a player, or players if more than one, on entering the arena are allocated a temporary free pass pending becoming live in the arena. Under the pendency of the free pass, a player cannot be rotated out of the arena if a goal is scored against them. Preferably the pendency period is at least 30 seconds, more preferably at least one minute. The time spent in the arena by a participant is related to the modulation of the game state by selection of game mode. By sequentially decreasing the order of the game state in the arena, by iteratively selecting game modes that keep increasing unpredictability within the event environment, the chance of an elimination event occurring may continue to proportionally increase. As such, the time spent by participants in the arena may be modulated in direct relation to waiting time in the line. Preferably, the time spent by a participant waiting to enter the arena is no more than 5 minutes, more preferably no more than 3 minutes.

In some embodiments, the ball games of the present disclosure use equipment to minimise the chance injury. For example, lighter balls are used than, for example, might be typically used in a soccer game. Balls may be of a bouncy rubber or tennis ball type and may be underinflated, for example, 90% inflated, in order to reduce the chance of participant injury. Moreover, with reduction in the chance of injury there is a concomitant reduction in participant anxiety of being hit hard from close range and hurt or injured. Use of soft non-injurious balls and for example, padded sticks or soft implements such as pool noodles, may have the effect of alleviating anxiety and increasing enjoyment as participants are able relax and become fully immersed in a state of safe playfulness.

The arena may be an interactive environment because of the bounciness of the arena walls. Moreover, the reactivity of the environment can be amplified by the bounciness of the ball: if less bouncy, then the ball is more controllable. Typically, the rules of the games are non-contact, no slide tackles or body checking allowed, faults may be sanctioned with free shot in one's empty net to ensure almost certain scoring/elimination.

Provided herein are methods which may improve the physical literacy of one or more subjects. In some embodiments, the systems and methods disclosed herein are enjoyable training methods and systems, including physical fitness training methods and systems, with high participation rates. The physical activity undertaken by participants need not depend on prior experience or skill. Suitably, involvement of one or more participants within the systems and methods disclosed herein may be consistently associated with strong positive affect on the one or more participants.

In some embodiments the event system of the present disclosure may be a training system to improve skills. In some embodiments, the systems and methods disclosed herein are systems and methods for enhancing physical skills. The notion of physical skills may include core skills, skill relevant to a particular sport, dexterity, and other such as coordination skills. A variety of core skills may be developed through this accelerated learning format. In some embodiments the systems and methods disclosed herein stimulate both physical and mental reflexes.

Accordingly, the methods and systems described herein provide for an enjoyable and engaging form of physical activity across a wide range of ages and physical literacy skills. Game play events provide a moderate to vigorous cardiovascular training stimulus that would assist children and adults in meeting current physical activity guidelines. Furthermore, the multidimensional features of the methods and systems described herein, for example, activity equally divided across three motion planes, may provide a significant musculoskeletal training stimulus facilitating the development, refinement and maintenance of physical literacy.

Example 1—Community Event

Following is a description of how game modes interact and are typically manipulated to increase engagement/inclusivity: at a 4 h community event (some familiar and some unfamiliar players, numbers vary as players come and go) that starts with a small group of participants (under 12 participants) the game system is operated with rotations with 1 player per goal 1v1 (free for all). When a goal is scored (1 life) the scored against player exits the arena and joins the back of the line, another player comes in and play resumes. Once all players are rotated several times mode changes to 2v2v2 (for variation and bringing in collaboration) and 3v3 (for 3v3 each team is given 2 or 3 lives to ensure the time inside the arena before being rotated does not go under 1 minute). For 1v1 a free pass is given to the new player to ensure they do not go out straight away (again, minimum time at least 1 minute) and unfair alliances against new comers are combatted. As more participants join in the line to form a medium or large group, mode changes to 2 in a goal 6v6 (so 12 inside) playing with one ball, if a goal is scored both players in that goal are out, after approximately 1 minute if no one scores a second ball is thrown in to increase probability of scoring, if after another 30 secs still no one scored a countdown to 10 is conducted allowed and if no one scores everybody is out and 12 new players come in. The preceding is an example of a perpetual rotation which allows new players to join in at any time and other players to leave the game without disrupting play.

Example 2—School PE Class

A different example would be a 40 minutes PE class for 30 students—mixed gender group of familiar players, the session is commenced directly with 2 per goal due to relatively short session time and to give all players multiple rotations for the different adaptations (soccer, hockey, endgame), and a girl and a boy is placed in each goal in order to equalise the playing field and enhance participation (girls tend to be put off by boys being too rough at the beginning and if not paired up only a few participate, this may change later in the session when girls become comfortable paired with other girls against boys), usually boys come out to attack and girls stay back, after some time we ask boys to be goalies and girls to come out. To finish off the session, in the last 5-10 minutes a competition is operated where all teams are rotated but once eliminated, they cannot go back in line and once all teams are through, a last team standing challenge is run going from 6 to 5 to 4 to work out a winning team.

Contests

A ball game system developed for participation, enjoyment and inclusivity of participating individuals, typically requires an equalizing of the playing field so that players of all skill levels can feel included, and have a chance of scoring or avoiding elimination, and so that large numbers of players can be rotated through the system within a relatively short amount of time. Alternatively, in cases where the participants are highly skilled/competitive, the level of enjoyment may be increased by providing a platform where each player can stand out by competing/winning directly against multiple others. Moreover, the recognition of individual performance in some team sports, such as soccer and field hockey, may be confounded by team performance and field positions, so it becomes highly challenging to readily differentiate individual player performance. For example, in case of a 1v1 face-off, the winner can get satisfaction/recognition by demonstrating, through successfully winning challenges, that she or he was the better player (winning cannot be put down to the team they are part of). Alternatively, with a competition format, a unique way to play 2v2v3 or 3v3 is provided with each player simultaneously blocking a goal and attacking at once while constantly within reaching distance of the ball and the other players creating a very intense/stimulative form of competing.

This competitive aspect, which may be understood as relating to finite games, is an alternative form of engagement, provided by the methods and systems disclosed herein, at the high-performance end of the skill spectrum. Accordingly, with an appropriate demographic or group, that is comprised of more highly skilled participants, fun is not eliminated but enhanced by this competition format. As such, the game systems disclosed herein provides flexibility by offering challenges matching participant's skill levels, through being both more inclusive appealing to those who may lack skill/interest for sports and a unique and a more individual recognition form of competing than traditional team sports (for example, those traditional team sports with 2 goals and a goalie and other field positions).

Self-Regulating Scoring Systems.

In some embodiments, a self-regulating scoring system is provided. An example of the scoring system is as follows: Each participant within the arena is provided with the same number of markers, for example 5 markers each. The markers maybe a coloured dot with a Velcro backing so as to adhere to a lining or covering such as the wall of the arena adjacent a participant's goal, or the shirt of the participant. The markers are made so as to be transferrable between participants. Transfer between participants is precipitated by goal events. Typically, if one participant scores in another participant's goal then a marker, is transferred from the participant conceding the goal to the participant scoring the goal. The scoring system is self-regulating as the scorer is motivated to collect the marker, or Velcro dot as it may be, from the participant that conceded a goal to them. In the event that an own goal is scored then a double up occurs, with the own goal going into a kitty to be collected by the next goal scorer, thus acting as a bonus goal for the next round of play. In some embodiments of the game system, a felt covered ball is used and so conveniently, a Velcro dot may be attached (by the conceder of the own goal) to the ball when an own goal is scored. In some embodiments, the dots may represent a participant's lives in the game. For example, when all dots have been conceded by a player, they are required to exit the arena. In some embodiments, the event may be a contest, the event environment may be a contest environment and the participants may be contenders in a competition. Contests may be one-off competitions (i.e. round robin tournaments) or repeated events (e.g. social league).

Example 3—Competition Formats

Competition challenges may be similar to what was described above with game modes used for rotations into and out of the event environment, except in competition format the focus is on winning and the game states are predetermined over the duration of the competition. In some embodiments, for competition challenges arena properties may be selected such that the event state within the event environment is adaptable to be more predictable.

Singles all Vs all (1v1×6)

Fixed Period—In this format the competition is run over a fixed period (e.g. 6-10 mins). When the time is up the person with the highest difference between the goals scored minus goals conceded wins (A scoring system is used to account for each goal scored or conceded).

Winning on Points—In this format a target is set e.g. the player to first reach a difference of five points between the goals scored and goals conceded wins the game.

Elimination—Players eliminated one by one as they concede a set number of goals.

Doubles (2v2v2) and Triples (3v3—3 Goals Per Team)—One Player Per Goal

Elimination—Played in a similar manner to the singles challenges above.

Fixed period—In this format the competition is run over a fixed period (e.g. 10-15 mins). When the time is up the person with the highest difference between the goals scored minus goals conceded wins.

Winning on points—A target is set e.g. the player who first reaches a difference of five points between the goals scored and goals conceded wins the game.

Scoring system for Counting Goals Scored and Conceded—an equal number of stickers/velcro markers, such as coloured dots, are stuck above each goal at the start of play. When someone scores a goal, the person who scored removes a sticker from the goal they scored from and then sticks it above their own goal.

If someone scores an own goal, then on the next goal, the sticker (own goal sticker) gets removed and the player who scores the next goal gets two stickers. The person who has the most stickers above their own goal when the time is up wins the game for that round.

Team challenges Between Two Large “Tribes”—3v3 games between two large groups can be played inside the arena. The two entry points of the arena will be the teams' ‘bases’. The competition can be for one sport mode or for cross sport (e.g. 10 min soccer, 10 mins hockey, 10 mins endgame aka bodyball).

Players from each team can only enter/exit the arena from their own base. Players who are waiting must line up outside their team's base.

A competition format may be developed through asking all participants registering for a tournament to choose what challenges they want to participate in 1v1, 2v2, 3v3, then placing them in groups of six for 1v1 with the first two qualifying to the next round until the best of the best face off, same for 2v2 and 3v3—similar to an elimination last man standing type format. A similar competition format would apply to 8 goal arenas except that the challenges are 1v1, 2v2 and 4v4 and participants are placed in groups of eight for 1v1, &c.

The types of: events; arena properties; modes; variables; participant related attributes and variables such as group size, age, skill level, &c; referred to herein, may be ranked, tiered and weighted, as described herein, to form the basis of one or more machine learning models. For example, the one or more models may take into consideration the relationship between the event, the activity, the event environment, and the participants.

In some embodiments the multigoal arena of the game system described herein is a virtual reality multigoal arena such as may be accessed by a participant through use of a virtual reality headset.

The invention has been described in language more or less specific to structural or methodical features. The term “comprises” and its variations, such as “comprising” and “comprised of” is used throughout in an inclusive sense and not to the exclusion of any additional features. It is to be understood that the invention is not limited to specific features shown or described since the means herein described comprises preferred forms of putting the invention into effect. The invention is, therefore, claimed in any of its forms or modifications within the proper scope of the appended claims appropriately interpreted by those skilled in the art.

Any embodiment of the invention is meant to be illustrative only and is not meant to be limiting to the invention. Therefore, it should be appreciated that various other changes and modifications can be made to any embodiment described without departing from the spirit and scope of the invention.

CITATION LIST

-   Janssen I, LeBlanc A. Systematic review of the health benefits on     physical activity and fitness in school-aged children and youth. Int     J Behav Nutr Phys Act 2010; 7:40; -   Warburton D, Nicol C, Bredin S. Health benefits of physical     activity: the evidence. CMAJ 2006; 174(6): 801-809. 

1. A method for operating an event with a plurality of participants comprising: (a) providing an event environment through selection of an at least partially enclosed multigoal arena containing goal apertures positioned within walls of the arena and including selecting one or more properties of the multigoal arena; (d) introducing participants into the arena; and (e) commencing an activity by the participants by selecting at least one event mode and applying that mode to the event environment to generate an event state; such that predictability of the event state within the event environment is adaptable.
 2. The method of claim 1 wherein the event state is modulated by selection of at least one new event mode and application of the mode to the existing event state to generate a new event state.
 3. The method of claim 2 wherein the event mode reduces predictability for participants within the event state.
 4. The method of claim 2 wherein event mode increases predictability for participants within the event state.
 5. The method of claim 1 wherein the properties of the multigoal arena are selected from one or more of: event surface; surface floor area of the event arena; surface wall area of the event arena; perimeter length defining the arena field dimensions; goal size; goal dimension; number of goals within the arena; number of wall faces within the arena; and, rebound properties of the arena walls.
 6. The method of claim 1 wherein the event state is a game state.
 7. The method of claim 1 wherein the event is a game system.
 8. The method of claim 1 wherein the event mode is a game mode.
 9. The method of claim 8 wherein, the game mode is selected from: team mode, play mode, or challenge mode.
 10. The method of claim 1 wherein the activity comprises a ball game.
 11. The method of claim 1 further comprising an elimination event.
 12. The method of claim 11 further comprising the steps of: rotating one or more participants inside the arena out of the arena after an elimination; rotating one or more participants waiting outside the arena into the arena after an elimination; commencing an activity by selecting an initial event mode to establish an initial event state within the event environment; modulating the event state by selecting at least one new event mode and applying it to the initial event state to generate an event state; such that the selection of event modes regulates the possibility of one or more participants continuing engagement with the activity.
 13. An event system, the system comprising: an event environment including an at least partially enclosed multigoal arena containing goal apertures positioned within walls of the arena wherein one or more properties of the multigoal arena are selectable; a plurality of participants within the arena; commencement of an activity by the participants through selecting at least one event mode and applying that mode to the event environment to generate an event state; such that the predictability of the event state within the event environment is adaptable.
 14. The event system of claim 13 further comprising: a first plurality of participants inside the arena one or more of which are rotated out of the arena after elimination; a second plurality of participants waiting outside the arena one or more of which are rotated into the arena after elimination; an activity commenced by selecting an initial event mode to establish an initial event state within the event environment; modulation of the event state by selection of at least one new event mode and application of the mode to the initial event state to generate a new event state; wherein the selection of event modes regulates the possibility of the participants staying in the event environment.
 15. The event system of claim 14 wherein the modulation of event state induces unpredictability in the event environment.
 16. The event system of claim 15 wherein the unpredictability induced in the event system increases the likelihood of elimination of one or more participants.
 17. The event system of claim 16 wherein the increase in the likelihood of elimination reduces the waiting time for participants waiting outside the arena.
 18. The event system of claim 13 wherein the event system is a ball game system.
 19. The event system of claim 14 wherein the event modes are game modes.
 20. The event system of claim 19 wherein the new game mode is selected from: team mode, play mode, or challenge mode.
 21. The event system of claim 14 wherein modulation of the event state equalises the playing field in the event environment.
 22. The event system of claim 16 wherein multiple participants are engaged in the activity in a short amount of time.
 23. The event system of claim 13 wherein the multigoal arena is a partially enclosed arena comprised of: three or more internal goal zones, each goal zone spaced from the other goal zones within the arena such that a player can both readily defend their own goal zone and attack any opponent's goal zone; a playing field bounded by the surfaces of the arena; and at least one aperture through which one or more participants waiting outside the arena enter into the arena and through which playing participants within the arena leave the arena; wherein the arena is configured such that a ball, when in play, is maintained within the arena.
 24. A modular at least partially enclosed multigoal arena for engaging participants in an activity said arena comprised of, at least 3 internal goals, wall panels attachable to, and detachable from, one another, arrangable so as to form an event environment within the arena, wherein at least some of the wall panels are selected to include goals located therein; and wherein the number of wall panels arranged to form the event environment is selectable so as to modify one or more of the shape and perimeter length of the arena; and wherein the composition of the wall panel is selectable to control rebound potential of a ball from the wall, such that the selection of modules modulates the predictability of the event environment.
 25. A computer implemented method for operating an event in a multigoal arena, the method comprising an event operator: selecting an event type; identifying participant attributes; identifying an event environment and selecting a multigoal arena configuration; generating an operating procedure including a selection of event modes to run an event by executing one or more machine learning models based on the above selections and identified attributes and configurations; and transmitting the operating procedure to the operator to provide an event plan. 